We've been busy here at the Delver HQ putting together this new update, and I'm happy to announce that it's available right now!

The main focus for this update was to start making use of the offhand item slot and to that end we've added shields, held light sources, and added support in for two handed items. Alongside that work, Joshua started on adding clutter items to fill out the dungeons more and to make things look more lived in.

On the dungeon generator side, there is a new unique dungeon area feature that keeps track of what dungeon chunks have been spawned during a run, and let specially marked areas spawn only once. This system will allow us to make more interesting special event or puzzle areas, and we've added a couple of these as a test of the system.

Lastly, some armor has speed modifiers now so that an adventurer loaded up with full plate mail and a kite shield doesn't move as fast as one wearing leather armor, this is a baby step toward more interesting player choices regarding armor.

A wild update appeared! This has a little bit of everything: the first version of our story system, caves have gotten a complete overhaul, much better traps, a live preview mode for the map editor, and a whole slough of engine updates and bug fixes to finish things off.

Like always let us know if you encounter any issues, enjoy!

Features

Out with the old caves, in with the new caves

Traps are physical objects now

Story notes will be spawned inside the dungeon now

Added a lowercase font

Engine support for movers now, like elevators and buttons

The editor has a live preview mode now, no more leaving the editor to test something out

Faster level saving / loading (3x faster at least!)

Added a graphics detail mode, that should speed up performance on slower systems

The Yithidian Orb is Orbier now

Fixes

Monsters no longer jump headfirst into pits and lava

Performance fixes with emitter visiblity

Fixed crash when a looping sound doesn't load

Entity groups in the editor rotate properly when placed in levels

Triggers on Dungeon tiles now only look within that tile for matching IDs